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f17519338b
* Expose server build information * squash patches * final tweaks --------- Co-authored-by: Jake Potrebic <jake.m.potrebic@gmail.com> Co-authored-by: masmc05 <masmc05@gmail.com>
44 lines
2.4 KiB
Diff
44 lines
2.4 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Spottedleaf <Spottedleaf@users.noreply.github.com>
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Date: Wed, 15 Apr 2020 17:56:07 -0700
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Subject: [PATCH] Don't run entity collision code if not needed
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Will not run if:
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Max entity cramming is disabled and the max collisions per entity is less than or equal to 0.
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Entity#isPushable() returns false, meaning all entities will not be able to collide with this
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entity anyways.
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The entity's current team collision rule causes them to NEVER collide.
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Co-authored-by: Owen1212055 <23108066+Owen1212055@users.noreply.github.com>
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diff --git a/src/main/java/net/minecraft/world/entity/LivingEntity.java b/src/main/java/net/minecraft/world/entity/LivingEntity.java
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index fa9da0e3b9fc579f16c3b05c8c45310940e68d62..b8ea7830f9dc1b4ee0052bf3b83127c415cc8085 100644
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--- a/src/main/java/net/minecraft/world/entity/LivingEntity.java
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+++ b/src/main/java/net/minecraft/world/entity/LivingEntity.java
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@@ -3512,10 +3512,24 @@ public abstract class LivingEntity extends Entity implements Attackable {
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if (this.level().isClientSide()) {
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this.level().getEntities(EntityTypeTest.forClass(net.minecraft.world.entity.player.Player.class), this.getBoundingBox(), EntitySelector.pushableBy(this)).forEach(this::doPush);
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} else {
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+ // Paper start - don't run getEntities if we're not going to use its result
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+ if (!this.isPushable()) {
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+ return;
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+ }
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+ net.minecraft.world.scores.Team team = this.getTeam();
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+ if (team != null && team.getCollisionRule() == net.minecraft.world.scores.Team.CollisionRule.NEVER) {
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+ return;
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+ }
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+
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+ int i = this.level().getGameRules().getInt(GameRules.RULE_MAX_ENTITY_CRAMMING);
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+ if (i <= 0 && this.level().paperConfig().collisions.maxEntityCollisions <= 0) {
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+ return;
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+ }
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+ // Paper end - don't run getEntities if we're not going to use its result
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List<Entity> list = this.level().getEntities((Entity) this, this.getBoundingBox(), EntitySelector.pushableBy(this));
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if (!list.isEmpty()) {
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- int i = this.level().getGameRules().getInt(GameRules.RULE_MAX_ENTITY_CRAMMING);
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+ // Paper - don't run getEntities if we're not going to use its result; moved up
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if (i > 0 && list.size() > i - 1 && this.random.nextInt(4) == 0) {
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int j = 0;
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